if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
{
if (self.uzi_bulletcounter == 1)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_first_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_first_ammo;
else
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? cvar("g_balance_uzi_first_damage") : cvar("g_balance_uzi_sustained_damage")));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, ((self.uzi_bulletcounter == 1) ? autocvar_g_balance_uzi_first_damage : autocvar_g_balance_uzi_sustained_damage));
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
}
// this attack_finished just enforces a cooldown at the end of a burst
- ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
if (self.uzi_bulletcounter == 1)
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_first_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_first_damage"), 0, cvar("g_balance_uzi_first_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_first_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_first_damage, 0, autocvar_g_balance_uzi_first_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
else
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_sustained_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), deathtype, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_sustained_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, deathtype, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
// casing code
- if (cvar("g_casings") >= 2)
+ if (autocvar_g_casings >= 2)
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
}
}
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
W_Uzi_Attack(WEP_UZI);
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
else
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
}
float uzi_spread;
if (self.BUTTON_ATCK)
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_mode1_fire_auto);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_mode1_fire_auto);
else
{
- ATTACK_FINISHED(self) = time + cvar("g_balance_uzi_first_refire") * W_WeaponRateFactor();
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), w_ready);
+ ATTACK_FINISHED(self) = time + autocvar_g_balance_uzi_first_refire * W_WeaponRateFactor();
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, w_ready);
return;
}
return;
}
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- uzi_spread = bound(cvar("g_balance_uzi_spread_min"), cvar("g_balance_uzi_spread_min") + (cvar("g_balance_uzi_spread_add") * self.uzi_bulletcounter), cvar("g_balance_uzi_spread_max"));
- fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ uzi_spread = bound(autocvar_g_balance_uzi_spread_min, autocvar_g_balance_uzi_spread_min + (autocvar_g_balance_uzi_spread_add * self.uzi_bulletcounter), autocvar_g_balance_uzi_spread_max);
+ fireBallisticBullet(w_shotorg, w_shotdir, uzi_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (cvar("g_casings") >= 2) // casing code
+ if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_sustained_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_sustained_ammo;
}
void uzi_mode1_fire_burst()
{
- W_SetupShot (self, cvar("g_antilag_bullets") && cvar("g_balance_uzi_speed") >= cvar("g_antilag_bullets"), 0, "weapons/uzi_fire.wav", CHAN_WEAPON, cvar("g_balance_uzi_sustained_damage"));
+ W_SetupShot (self, autocvar_g_antilag_bullets && autocvar_g_balance_uzi_speed >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CHAN_WEAPON, autocvar_g_balance_uzi_sustained_damage);
if (!g_norecoil)
{
self.punchangle_x = random () - 0.5;
self.punchangle_y = random () - 0.5;
}
- fireBallisticBullet(w_shotorg, w_shotdir, cvar("g_balance_uzi_burst_spread"), cvar("g_balance_uzi_speed"), 5, cvar("g_balance_uzi_sustained_damage"), 0, cvar("g_balance_uzi_sustained_force"), WEP_UZI, 0, 1, cvar("g_balance_uzi_bulletconstant"));
+ fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_balance_uzi_burst_spread, autocvar_g_balance_uzi_speed, 5, autocvar_g_balance_uzi_sustained_damage, 0, autocvar_g_balance_uzi_sustained_force, WEP_UZI, 0, 1, autocvar_g_balance_uzi_bulletconstant);
endFireBallisticBullet();
UziFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
- if (cvar("g_casings") >= 2) // casing code
+ if (autocvar_g_casings >= 2) // casing code
SpawnCasing (((random () * 50 + 50) * v_right) - (v_forward * (random () * 25 + 25)) - ((random () * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
self.uzi_bulletcounter = self.uzi_bulletcounter + 1;
if (self.uzi_bulletcounter == 0)
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire2"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire2, w_ready);
else
{
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_burst_refire"), uzi_mode1_fire_burst);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_burst_refire, uzi_mode1_fire_burst);
dprint("bullets:", ftos(self.uzi_bulletcounter),"\n");
}
}
else if (req == WR_THINK)
{
- if(cvar("g_balance_uzi_mode") == 1)
+ if(autocvar_g_balance_uzi_mode == 1)
{
if (self.BUTTON_ATCK)
if (weapon_prepareattack(0, 0))
}
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
- self.ammo_nails = self.ammo_nails - cvar("g_balance_uzi_burst_ammo");
+ self.ammo_nails = self.ammo_nails - autocvar_g_balance_uzi_burst_ammo;
- self.uzi_bulletcounter = cvar("g_balance_uzi_burst") * -1;
+ self.uzi_bulletcounter = autocvar_g_balance_uzi_burst * -1;
uzi_mode1_fire_burst();
}
}
{
self.uzi_bulletcounter = 1;
W_Uzi_Attack(WEP_UZI); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_uzi_sustained_refire"), uzi_fire1_02);
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_uzi_sustained_refire, uzi_fire1_02);
}
- if (self.BUTTON_ATCK2 && cvar("g_balance_uzi_first"))
+ if (self.BUTTON_ATCK2 && autocvar_g_balance_uzi_first)
if (weapon_prepareattack(1, 0))
{
self.uzi_bulletcounter = 1;
W_Uzi_Attack(WEP_UZI | HITTYPE_SECONDARY); // sets attack_finished
- weapon_thinkf(WFRAME_FIRE2, cvar("g_balance_uzi_first_refire"), w_ready);
+ weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_uzi_first_refire, w_ready);
}
}
}
else if (req == WR_SETUP)
weapon_setup(WEP_UZI);
else if (req == WR_CHECKAMMO1)
- if(cvar("g_balance_uzi_mode") == 1)
- return self.ammo_nails >= cvar("g_balance_uzi_sustained_ammo");
+ if(autocvar_g_balance_uzi_mode == 1)
+ return self.ammo_nails >= autocvar_g_balance_uzi_sustained_ammo;
else
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
else if (req == WR_CHECKAMMO2)
- if(cvar("g_balance_uzi_mode") == 1)
- return self.ammo_nails >= cvar("g_balance_uzi_burst_ammo");
+ if(autocvar_g_balance_uzi_mode == 1)
+ return self.ammo_nails >= autocvar_g_balance_uzi_burst_ammo;
else
- return self.ammo_nails >= cvar("g_balance_uzi_first_ammo");
+ return self.ammo_nails >= autocvar_g_balance_uzi_first_ammo;
return TRUE;
};
#endif